636 lines
17 KiB
C
636 lines
17 KiB
C
#include <Elementary.h>
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#ifdef HAVE_CONFIG_H
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# include "elementary_config.h"
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#endif
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#ifndef ELM_LIB_QUICKLAUNCH
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#ifndef M_PI
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#define M_PI 3.14159265
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#endif
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typedef struct _Gear Gear;
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typedef struct _GLData GLData;
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struct _Gear
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{
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GLfloat *vertices;
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GLuint vbo;
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int count;
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};
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// GL related data here..
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struct _GLData
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{
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Evas_GL_API *glapi;
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GLuint program;
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GLuint vtx_shader;
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GLuint fgmt_shader;
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int initialized : 1;
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int mouse_down : 1;
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// Gear Stuff
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GLfloat view_rotx;
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GLfloat view_roty;
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GLfloat view_rotz;
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Gear *gear1;
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Gear *gear2;
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Gear *gear3;
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GLfloat angle;
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GLuint proj_location;
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GLuint light_location;
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GLuint color_location;
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GLfloat proj[16];
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GLfloat light[3];
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};
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static void gears_init(GLData *gld);
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static void free_gear(Gear *gear);
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static void gears_reshape(GLData *gld, int width, int height);
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static void render_gears(GLData *gld);
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//--------------------------------//
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// Gear Stuff....
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static GLfloat *
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vert(GLfloat *p, GLfloat x, GLfloat y, GLfloat z, GLfloat *n)
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{
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p[0] = x;
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p[1] = y;
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p[2] = z;
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p[3] = n[0];
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p[4] = n[1];
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p[5] = n[2];
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return p + 6;
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}
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/* Draw a gear wheel. You'll probably want to call this function when
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* building a display list since we do a lot of trig here.
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*
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* Input: inner_radius - radius of hole at center
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* outer_radius - radius at center of teeth
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* width - width of gear
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* teeth - number of teeth
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* tooth_depth - depth of tooth
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*/
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static Gear *
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make_gear(GLData *gld, GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
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GLint teeth, GLfloat tooth_depth)
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{
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GLint i;
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GLfloat r0, r1, r2;
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GLfloat da;
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GLfloat *v;
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Gear *gear;
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double s[5], c[5];
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GLfloat normal[3];
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const int tris_per_tooth = 20;
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Evas_GL_API *gl = gld->glapi;
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gear = (Gear*)malloc(sizeof(Gear));
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if (gear == NULL)
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return NULL;
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r0 = inner_radius;
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r1 = outer_radius - tooth_depth / 2.0;
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r2 = outer_radius + tooth_depth / 2.0;
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da = 2.0 * M_PI / teeth / 4.0;
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gear->vertices = calloc(teeth * tris_per_tooth * 3 * 6,
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sizeof *gear->vertices);
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s[4] = 0;
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c[4] = 1;
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v = gear->vertices;
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for (i = 0; i < teeth; i++)
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{
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s[0] = s[4];
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c[0] = c[4];
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s[1] = sin(i * 2.0 * M_PI / teeth + da);
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c[1] = cos(i * 2.0 * M_PI / teeth + da);
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s[2] = sin(i * 2.0 * M_PI / teeth + da * 2);
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c[2] = cos(i * 2.0 * M_PI / teeth + da * 2);
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s[3] = sin(i * 2.0 * M_PI / teeth + da * 3);
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c[3] = cos(i * 2.0 * M_PI / teeth + da * 3);
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s[4] = sin(i * 2.0 * M_PI / teeth + da * 4);
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c[4] = cos(i * 2.0 * M_PI / teeth + da * 4);
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normal[0] = 0.0;
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normal[1] = 0.0;
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normal[2] = 1.0;
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v = vert(v, r2 * c[1], r2 * s[1], width * 0.5, normal);
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v = vert(v, r2 * c[1], r2 * s[1], width * 0.5, normal);
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v = vert(v, r2 * c[2], r2 * s[2], width * 0.5, normal);
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v = vert(v, r1 * c[0], r1 * s[0], width * 0.5, normal);
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v = vert(v, r1 * c[3], r1 * s[3], width * 0.5, normal);
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v = vert(v, r0 * c[0], r0 * s[0], width * 0.5, normal);
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v = vert(v, r1 * c[4], r1 * s[4], width * 0.5, normal);
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v = vert(v, r0 * c[4], r0 * s[4], width * 0.5, normal);
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v = vert(v, r0 * c[4], r0 * s[4], width * 0.5, normal);
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v = vert(v, r0 * c[0], r0 * s[0], width * 0.5, normal);
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v = vert(v, r0 * c[4], r0 * s[4], -width * 0.5, normal);
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v = vert(v, r0 * c[0], r0 * s[0], -width * 0.5, normal);
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normal[0] = 0.0;
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normal[1] = 0.0;
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normal[2] = -1.0;
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v = vert(v, r0 * c[4], r0 * s[4], -width * 0.5, normal);
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v = vert(v, r0 * c[4], r0 * s[4], -width * 0.5, normal);
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v = vert(v, r1 * c[4], r1 * s[4], -width * 0.5, normal);
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v = vert(v, r0 * c[0], r0 * s[0], -width * 0.5, normal);
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v = vert(v, r1 * c[3], r1 * s[3], -width * 0.5, normal);
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v = vert(v, r1 * c[0], r1 * s[0], -width * 0.5, normal);
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v = vert(v, r2 * c[2], r2 * s[2], -width * 0.5, normal);
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v = vert(v, r2 * c[1], r2 * s[1], -width * 0.5, normal);
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v = vert(v, r1 * c[0], r1 * s[0], width * 0.5, normal);
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v = vert(v, r1 * c[0], r1 * s[0], width * 0.5, normal);
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v = vert(v, r1 * c[0], r1 * s[0], -width * 0.5, normal);
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v = vert(v, r2 * c[1], r2 * s[1], width * 0.5, normal);
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v = vert(v, r2 * c[1], r2 * s[1], -width * 0.5, normal);
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v = vert(v, r2 * c[2], r2 * s[2], width * 0.5, normal);
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v = vert(v, r2 * c[2], r2 * s[2], -width * 0.5, normal);
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v = vert(v, r1 * c[3], r1 * s[3], width * 0.5, normal);
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v = vert(v, r1 * c[3], r1 * s[3], -width * 0.5, normal);
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v = vert(v, r1 * c[4], r1 * s[4], width * 0.5, normal);
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v = vert(v, r1 * c[4], r1 * s[4], -width * 0.5, normal);
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v = vert(v, r1 * c[4], r1 * s[4], -width * 0.5, normal);
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}
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gear->count = (v - gear->vertices) / 6;
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gl->glGenBuffers(1, &gear->vbo);
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gl->glBindBuffer(GL_ARRAY_BUFFER, gear->vbo);
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gl->glBufferData(GL_ARRAY_BUFFER, gear->count * 6 * 4,
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gear->vertices, GL_STATIC_DRAW);
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return gear;
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}
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static void
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free_gear(Gear *gear)
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{
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free(gear->vertices);
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free(gear);
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gear = NULL;
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}
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static void
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multiply(GLfloat *m, const GLfloat *n)
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{
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GLfloat tmp[16];
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const GLfloat *row, *column;
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div_t d;
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int i, j;
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for (i = 0; i < 16; i++)
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{
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tmp[i] = 0;
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d = div(i, 4);
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row = n + d.quot * 4;
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column = m + d.rem;
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for (j = 0; j < 4; j++)
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tmp[i] += row[j] * column[j * 4];
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}
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memcpy(m, &tmp, sizeof tmp);
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}
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static void
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rotate(GLfloat *m, GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
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{
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double s, c;
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s = sin(angle);
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c = cos(angle);
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GLfloat r[16] =
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{
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x * x * (1 - c) + c, y * x * (1 - c) + z * s, x * z * (1 - c) - y * s, 0,
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x * y * (1 - c) - z * s, y * y * (1 - c) + c, y * z * (1 - c) + x * s, 0,
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x * z * (1 - c) + y * s, y * z * (1 - c) - x * s, z * z * (1 - c) + c, 0,
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0, 0, 0, 1
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};
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multiply(m, r);
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}
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static void
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translate(GLfloat *m, GLfloat x, GLfloat y, GLfloat z)
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{
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GLfloat t[16] = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, x, y, z, 1 };
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multiply(m, t);
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}
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static void
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draw_gear(GLData *gld, Gear *gear, GLfloat *m,
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GLfloat x, GLfloat y, GLfloat angle, const GLfloat *color)
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{
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Evas_GL_API *gl = gld->glapi;
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GLfloat tmp[16];
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memcpy(tmp, m, sizeof tmp);
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translate(tmp, x, y, 0);
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rotate(tmp, 2 * M_PI * angle / 360.0, 0, 0, 1);
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gl->glUniformMatrix4fv(gld->proj_location, 1, GL_FALSE, tmp);
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gl->glUniform3fv(gld->light_location, 1, gld->light);
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gl->glUniform4fv(gld->color_location, 1, color);
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gl->glBindBuffer(GL_ARRAY_BUFFER, gear->vbo);
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gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
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6 * sizeof(GLfloat), NULL);
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gl->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE,
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6 * sizeof(GLfloat), (GLfloat *) 0 + 3);
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gl->glEnableVertexAttribArray(0);
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gl->glEnableVertexAttribArray(1);
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gl->glDrawArrays(GL_TRIANGLE_STRIP, 0, gear->count);
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}
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static void
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gears_draw(GLData *gld)
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{
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Evas_GL_API *gl = gld->glapi;
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static const GLfloat red[4] = { 0.8, 0.1, 0.0, 1.0 };
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static const GLfloat green[4] = { 0.0, 0.8, 0.2, 1.0 };
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static const GLfloat blue[4] = { 0.2, 0.2, 1.0, 1.0 };
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GLfloat m[16];
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gl->glClearColor(0.8, 0.8, 0.1, 0.5);
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gl->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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memcpy(m, gld->proj, sizeof m);
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rotate(m, 2 * M_PI * gld->view_rotx / 360.0, 1, 0, 0);
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rotate(m, 2 * M_PI * gld->view_roty / 360.0, 0, 1, 0);
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rotate(m, 2 * M_PI * gld->view_rotz / 360.0, 0, 0, 1);
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draw_gear(gld, gld->gear1, m, -3.0, -2.0, gld->angle, red);
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draw_gear(gld, gld->gear2, m, 3.1, -2.0, -2 * gld->angle - 9.0, green);
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draw_gear(gld, gld->gear3, m, -3.1, 4.2, -2 * gld->angle - 25.0, blue);
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}
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static void render_gears(GLData *gld)
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{
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gears_draw(gld);
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gld->angle += 2.0;
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}
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/* new window size or exposure */
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static void
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gears_reshape(GLData *gld, int width, int height)
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{
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Evas_GL_API *gl = gld->glapi;
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GLfloat ar, m[16] = {
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 0.1, 0.0,
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0.0, 0.0, 0.0, 1.0
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};
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if (width < height)
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ar = width;
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else
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ar = height;
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m[0] = 0.1 * ar / width;
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m[5] = 0.1 * ar / height;
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memcpy(gld->proj, m, sizeof gld->proj);
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gl->glViewport(0, 0, (GLint) width, (GLint) height);
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}
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static const char vertex_shader[] =
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"uniform mat4 proj;\n"
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"attribute vec4 position;\n"
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"attribute vec4 normal;\n"
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"varying vec3 rotated_normal;\n"
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"varying vec3 rotated_position;\n"
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"vec4 tmp;\n"
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"void main()\n"
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"{\n"
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" gl_Position = proj * position;\n"
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" rotated_position = gl_Position.xyz;\n"
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" tmp = proj * normal;\n"
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" rotated_normal = tmp.xyz;\n"
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"}\n";
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static const char fragment_shader[] =
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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"#endif\n"
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"uniform vec4 color;\n"
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"uniform vec3 light;\n"
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"varying vec3 rotated_normal;\n"
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"varying vec3 rotated_position;\n"
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"vec3 light_direction;\n"
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"vec4 white = vec4(0.5, 0.5, 0.5, 1.0);\n"
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"void main()\n"
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"{\n"
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" light_direction = normalize(light - rotated_position);\n"
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" gl_FragColor = color + white * dot(light_direction, rotated_normal);\n"
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"}\n";
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static void
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gears_init(GLData *gld)
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{
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Evas_GL_API *gl = gld->glapi;
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const char *p;
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char msg[512];
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gl->glEnable(GL_CULL_FACE);
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gl->glEnable(GL_DEPTH_TEST);
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p = vertex_shader;
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gld->vtx_shader = gl->glCreateShader(GL_VERTEX_SHADER);
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gl->glShaderSource(gld->vtx_shader, 1, &p, NULL);
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gl->glCompileShader(gld->vtx_shader);
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gl->glGetShaderInfoLog(gld->vtx_shader, sizeof msg, NULL, msg);
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printf("vertex shader info: %s\n", msg);
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p = fragment_shader;
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gld->fgmt_shader = gl->glCreateShader(GL_FRAGMENT_SHADER);
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gl->glShaderSource(gld->fgmt_shader, 1, &p, NULL);
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gl->glCompileShader(gld->fgmt_shader);
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gl->glGetShaderInfoLog(gld->fgmt_shader, sizeof msg, NULL, msg);
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printf("fragment shader info: %s\n", msg);
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gld->program = gl->glCreateProgram();
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gl->glAttachShader(gld->program, gld->vtx_shader);
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gl->glAttachShader(gld->program, gld->fgmt_shader);
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gl->glBindAttribLocation(gld->program, 0, "position");
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gl->glBindAttribLocation(gld->program, 1, "normal");
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gl->glLinkProgram(gld->program);
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gl->glGetProgramInfoLog(gld->program, sizeof msg, NULL, msg);
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printf("info: %s\n", msg);
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gl->glUseProgram(gld->program);
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gld->proj_location = gl->glGetUniformLocation(gld->program, "proj");
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gld->light_location = gl->glGetUniformLocation(gld->program, "light");
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gld->color_location = gl->glGetUniformLocation(gld->program, "color");
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/* make the gears */
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gld->gear1 = make_gear(gld, 1.0, 4.0, 1.0, 20, 0.7);
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gld->gear2 = make_gear(gld, 0.5, 2.0, 2.0, 10, 0.7);
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gld->gear3 = make_gear(gld, 1.3, 2.0, 0.5, 10, 0.7);
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}
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static void
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gldata_init(GLData *gld)
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{
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gld->initialized = 0;
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gld->mouse_down = 0;
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gld->view_rotx = -20.0;
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gld->view_roty = -30.0;
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gld->view_rotz = 0.0;
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gld->angle = 0.0;
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gld->light[0] = 1.0;
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gld->light[1] = 1.0;
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gld->light[2] = -5.0;
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}
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//-------------------------//
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static void
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_init_gl(Evas_Object *obj)
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{
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GLData *gld = evas_object_data_get(obj, "gld");
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gears_init(gld);
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}
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static void
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_del_gl(Evas_Object *obj)
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{
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GLData *gld = evas_object_data_get(obj, "gld");
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if (!gld)
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{
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printf("Unable to get GLData. \n");
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return;
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}
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Evas_GL_API *gl = gld->glapi;
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gl->glDeleteShader(gld->vtx_shader);
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gl->glDeleteShader(gld->fgmt_shader);
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gl->glDeleteProgram(gld->program);
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gl->glDeleteBuffers(1, &gld->gear1->vbo);
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gl->glDeleteBuffers(1, &gld->gear2->vbo);
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gl->glDeleteBuffers(1, &gld->gear3->vbo);
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free_gear(gld->gear1);
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free_gear(gld->gear2);
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free_gear(gld->gear3);
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evas_object_data_del((Evas_Object*)obj, "..gld");
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free(gld);
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}
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static void
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_resize_gl(Evas_Object *obj)
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{
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int w, h;
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GLData *gld = evas_object_data_get(obj, "gld");
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elm_glview_size_get(obj, &w, &h);
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// GL Viewport stuff. you can avoid doing this if viewport is all the
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// same as last frame if you want
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gears_reshape(gld, w,h);
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}
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static void
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_draw_gl(Evas_Object *obj)
|
|
{
|
|
Evas_GL_API *gl = elm_glview_gl_api_get(obj);
|
|
GLData *gld = evas_object_data_get(obj, "gld");
|
|
if (!gld) return;
|
|
|
|
render_gears(gld);
|
|
gl->glFinish();
|
|
}
|
|
|
|
static Eina_Bool
|
|
_anim(void *data)
|
|
{
|
|
elm_glview_changed_set(data);
|
|
return EINA_TRUE;
|
|
}
|
|
|
|
static void
|
|
_on_done(void *data, Evas_Object *obj __UNUSED__, void *event_info __UNUSED__)
|
|
{
|
|
evas_object_del((Evas_Object*)data);
|
|
}
|
|
|
|
|
|
static void
|
|
_del(void *data __UNUSED__, Evas *evas __UNUSED__, Evas_Object *obj, void *event_info __UNUSED__)
|
|
{
|
|
Ecore_Animator *ani = evas_object_data_get(obj, "ani");
|
|
ecore_animator_del(ani);
|
|
}
|
|
|
|
|
|
static void
|
|
_key_down(void *data __UNUSED__, Evas *e __UNUSED__, Evas_Object *obj, void *event_info)
|
|
{
|
|
Evas_Event_Key_Down *ev;
|
|
ev = (Evas_Event_Key_Down *)event_info;
|
|
GLData *gld = evas_object_data_get(obj, "gld");
|
|
|
|
if (strcmp(ev->keyname, "Left") == 0)
|
|
{
|
|
gld->view_roty += 5.0;
|
|
return;
|
|
}
|
|
|
|
if (strcmp(ev->keyname, "Right") == 0)
|
|
{
|
|
gld->view_roty -= 5.0;
|
|
return;
|
|
}
|
|
|
|
if (strcmp(ev->keyname, "Up") == 0)
|
|
{
|
|
gld->view_rotx += 5.0;
|
|
return;
|
|
}
|
|
|
|
if (strcmp(ev->keyname, "Down") == 0)
|
|
{
|
|
gld->view_rotx -= 5.0;
|
|
return;
|
|
}
|
|
if ((strcmp(ev->keyname, "Escape") == 0) ||
|
|
(strcmp(ev->keyname, "Return") == 0))
|
|
{
|
|
//_on_done(data, obj, event_info);
|
|
return;
|
|
}
|
|
}
|
|
|
|
static void
|
|
_mouse_down(void *data __UNUSED__, Evas *e __UNUSED__, Evas_Object *obj, void *event_info __UNUSED__)
|
|
{
|
|
GLData *gld = evas_object_data_get(obj, "gld");
|
|
gld->mouse_down = 1;
|
|
}
|
|
|
|
static void
|
|
_mouse_move(void *data __UNUSED__, Evas *e __UNUSED__, Evas_Object *obj, void *event_info __UNUSED__)
|
|
{
|
|
Evas_Event_Mouse_Move *ev;
|
|
ev = (Evas_Event_Mouse_Move *)event_info;
|
|
GLData *gld = evas_object_data_get(obj, "gld");
|
|
float dx = 0, dy = 0;
|
|
|
|
if (gld->mouse_down)
|
|
{
|
|
dx = ev->cur.canvas.x - ev->prev.canvas.x;
|
|
dy = ev->cur.canvas.y - ev->prev.canvas.y;
|
|
|
|
gld->view_roty += -1.0 * dx;
|
|
gld->view_rotx += -1.0 * dy;
|
|
}
|
|
}
|
|
|
|
static void
|
|
_mouse_up(void *data __UNUSED__, Evas *e __UNUSED__, Evas_Object *obj, void *event_info __UNUSED__)
|
|
{
|
|
GLData *gld = evas_object_data_get(obj, "gld");
|
|
gld->mouse_down = 0;
|
|
}
|
|
|
|
|
|
void
|
|
test_glview(void *data __UNUSED__, Evas_Object *obj __UNUSED__, void *event_info __UNUSED__)
|
|
{
|
|
Evas_Object *win, *bg, *bx, *bt, *gl;
|
|
Ecore_Animator *ani;
|
|
GLData *gld = NULL;
|
|
|
|
// alloc a data struct to hold our relevant gl info in
|
|
if (!(gld = calloc(1, sizeof(GLData)))) return;
|
|
gldata_init(gld);
|
|
|
|
// new window - do the usual and give it a name, title and delete handler
|
|
win = elm_win_add(NULL, "glview", ELM_WIN_BASIC);
|
|
elm_win_title_set(win, "GLView");
|
|
elm_win_autodel_set(win, EINA_TRUE);
|
|
|
|
|
|
// add a standard bg
|
|
bg = elm_bg_add(win);
|
|
evas_object_size_hint_weight_set(bg, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
|
|
elm_win_resize_object_add(win, bg);
|
|
evas_object_show(bg);
|
|
|
|
bx = elm_box_add(win);
|
|
evas_object_size_hint_weight_set(bx, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
|
|
elm_win_resize_object_add(win, bx);
|
|
evas_object_show(bx);
|
|
|
|
// Add a GLView
|
|
gl = elm_glview_add(win);
|
|
evas_object_size_hint_align_set(gl, EVAS_HINT_FILL, EVAS_HINT_FILL);
|
|
evas_object_size_hint_weight_set(gl, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
|
|
elm_glview_mode_set(gl, ELM_GLVIEW_ALPHA|ELM_GLVIEW_DEPTH);
|
|
elm_glview_resize_policy_set(gl, ELM_GLVIEW_RESIZE_POLICY_RECREATE);
|
|
elm_glview_render_policy_set(gl, ELM_GLVIEW_RENDER_POLICY_ALWAYS);
|
|
elm_glview_init_func_set(gl, _init_gl);
|
|
elm_glview_del_func_set(gl, _del_gl);
|
|
elm_glview_resize_func_set(gl, _resize_gl);
|
|
elm_glview_render_func_set(gl, (Elm_GLView_Func_Cb)_draw_gl);
|
|
elm_box_pack_end(bx, gl);
|
|
evas_object_show(gl);
|
|
|
|
// Add Mouse/Key Event Callbacks
|
|
elm_object_focus_set(gl, EINA_TRUE);
|
|
evas_object_event_callback_add(gl, EVAS_CALLBACK_KEY_DOWN, _key_down, gl);
|
|
evas_object_event_callback_add(gl, EVAS_CALLBACK_MOUSE_DOWN, _mouse_down, gl);
|
|
evas_object_event_callback_add(gl, EVAS_CALLBACK_MOUSE_UP, _mouse_up, gl);
|
|
evas_object_event_callback_add(gl, EVAS_CALLBACK_MOUSE_MOVE, _mouse_move, gl);
|
|
|
|
|
|
// Animator and other vars
|
|
ani = ecore_animator_add(_anim, gl);
|
|
gld->glapi = elm_glview_gl_api_get(gl);
|
|
evas_object_data_set(gl, "ani", ani);
|
|
evas_object_data_set(gl, "gld", gld);
|
|
evas_object_event_callback_add(gl, EVAS_CALLBACK_DEL, _del, gl);
|
|
|
|
|
|
/* add an ok button */
|
|
bt = elm_button_add(win);
|
|
elm_object_text_set(bt, "OK");
|
|
evas_object_size_hint_align_set(bt, EVAS_HINT_FILL, EVAS_HINT_FILL);
|
|
evas_object_size_hint_weight_set(bt, EVAS_HINT_EXPAND, 0.0);
|
|
elm_box_pack_end(bx, bt);
|
|
evas_object_show(bt);
|
|
evas_object_smart_callback_add(bt, "clicked", _on_done, win);
|
|
|
|
evas_object_resize(win, 320, 480);
|
|
evas_object_show(win);
|
|
}
|
|
#endif
|